REALBOUT FATAL FURY 2 F.A.Q
want to improve your rbff2 game?

Site hosted by Angelfire.com: Build your free website today!

to Reception Desk






Beelzebubble's Competitive Play Tips for Real Bout Fatal Fury 2

Ok, this is one of the 2 or 3 fighting games I am just plain dangerous at... I don't use big combo flash style play, indeed watching me play you'd probably think it's pretty lacklustre. I do however play against the best players in the world (from tokyo and osaka) and so far haven't met anyone who can beat me without some effort. This faq is designed to help those who are interested in playing rbff2 competitively.... I use hon-fu, tung, yamazaki, andy and bob mostly with hon-fu and tung being my true competitive characters so most info or tactics in this faq will be based on play with those two characters. As always I hope someone somewhere gets something out of this, if someone somewhere does then all this effort has been worth it :)



--------------**********************--------------




CONTENTS:

01. Line Sway
02. Dashing
03. Break Shot
04. Crossing Up
05. Getting Up
06. Chains
07. Tag On's
08. Poke Combo's
09. Chaining Specials
10. Beelze's Tiers
11. Copyright Stuff



--------------**********************--------------




LINE SWAY

With line sway remember the fundamental rules and you'll be fine:

- A button will hit a crouching opponent (acts like an overhead).
- C will let you combo after it (in most cases) so it is probably your best option with the potential for good damage.
- to hit an opponent who is on the other line use the D button.

Line sway is useful for confusing the opponent and dodging supers and fireballs.. the combos of special are no longer a part of no 2 so only limited line sway combos are available.


DASHING

USE DASHING... use it to press the attack when you've knocked down an opponent, use it to close distance on an opponent who is at medium or long range, use it to zone and rush down. If you face an opponent who is using a character with a good anti air or anti rush use it mixed up with fireballs or jumping straight up to mix up your attack pattern. tung for example can dash forward and attack into a s.B --> qcb + A for a nice rush down. The advantage of the dash is:

- attacking out of it is almost instantaneous so attacking out of it is much more effective than say street fighter 3.
- keep the opponent on their toes.
- get longer/higher jumps for better cross ups.
- can be stopped at almost any point after initiated with a slight frame penalty.
- some characters have excellent dash only C normals such as terry whilst others have improved range C's where the dash animation becomes part of the move so the move is done whilst still sliding forward.

If dash seems to work well on downed or pushed back opponents then use it as much as possible, it will keep the pressure on as well as pushing the opponent to the corner. Dashing forward and back is also a great tactic to keep the opponent on his toes.


BREAK SHOT

In RBFF2 most characters have several breakshots ( :) ). They are also very easy to do if you remember that once you start blocking an attack you are free to return the stick to neutral and then perfrom the attack. Break shot is best used when you block a multiple hit move, giving you the time to perform the motion without screwing up your block (timing on breakshotting from quick attacks can often lead to releasing guard to early and eating the opponent's attack). Break shots are useful but I don't think absolutely necessary to a good game.


CROSSING UP (2 types)

Crossing up in RB2 is a bit different than most other games, although some and i mean only some characters have true cross ups (like a VERY deep short or medium jumped C with tung/hon or a B with kim). Although I like true cross ups they fact that they are very hard to do or nonexistent with some chars is another part of this games great balance. Kim's cross up in Special was just too damned good! So apart from these few hard to use cross ups there is also the fatal fury "D button cross up system" which was introduced in the first real bout (i think, i don't have or get the chance to play 3 so..), anyone can do this and you can do it with any move (whether you hit or not is of course up to the range of each individual move). Although not as crazy effective as in Special using this system is essential to a good well rounded game. I find the best use of the cross up system is against characters with no dp or anti jump which is quick enough to catch you, or when dashing from medium distance and jumping over a downed opponent just as they get up. Indeed with tung a dashing jump to cross up D button to C in the air is one of my tactics from medium range along with dashing C, standing C or qcb + A. Having several options at every range will keep your game fresh and hard to read. BTW don't bother trying to cross kim up with his d to u with B because the fact it goes straight up rather than diagonally means you will usually eat it :( (he's too damned good again).


GETTING UP

Getting rushed down or zoned too much? As you get up tap down + D for a quick recovery or up + D for a line change recovery (roll to the other line). Good players will mix these two options up with a normal get up so as to stay unpredictable. Remember these two methods will not work if thrown/break shotted/ s.powered/p.powered.


CHAINS

Chains in other games are usually used to lengthen normal --> special combos so all your friends say "wow you're cool!" well in this game that is not the case. The chains are not comboable into if you complete them (A --> B --> C, B --> B --> C) so you might think that combo's are way better, that is not the case though. Chains (example hon-fu's c.B --> c.B --> c.C) do comparable damage to a similar length combo (hon's s.C (close) --> qcb + A). Because of the compareable damage using chains is a great way to make sure you get good damage when the chance presents itself without exposing yourself. The advantages of chains are:

- some chains actually allow you to juggle off the last hit (hon's df.A --> s.C --> s.C --> dp + C).
- if blocked you are not as prone as if you combo (most normals have great recovery and little movement from the position you start them from unlike specials.
- decent damage
- easier to do if a sudden opening presents itself.
- definite knockdown on most if not all chains.


TAG ONS

Taggin on is another term I came up with this faq, it basically invloves using a long range normal (often a s.C or c.C) after doing a special. Doing this in this game can be useful to catch opponents unaware, catch them as they try to jump or just pushing them back and controlling them. an example is:

- tung qcb + A --> s.C (the standing C will often catch the opponent as they are trying to jump)
or
- tung qcb + A --> c.B (can be comboed into qcb + A again if the B hits for tung's great ability to keep the rush up for ever :) )


POKE COMBOS

Although Poke Combos (as i haved named them) are not true combos they are a necessary part of a good players arsenal in the game. PC's are basically strings of normals you use to make the opponent block and keep them where you want them. A couple of examples of a poke combos I use with Tung are:

- c.A --> c.B --> s.B (can tack a s.C on the end, good at catching an opponent who tries to jump)
- c.A --> c.C (again can tack a s.C on the end)
- s.B --> s.C

These "combos" are not going to be listed anywhere so you are going to have to create them yourself. Look for crouching and standing moves that have good range, speed, recovery and don't leave enough time between them for the opponent to hit you.


CHAINING SPECIALS

This isn't a new concept (a good example is cammy's drill to dp move) but is a VERY effective attacking method in this particular game becoz of the time it takes to start up most moves and the relatively short recovery on moves. Only certain characters are able to do this but those that can do it can certainly do it well. Chaining specials is basically doing one special (tung's qcb + A for example) and then as the character returns to standing stance going straight into another special or even a super (tung's dp + B). The short recovery time means that the second special will usually come out faster than the opponent's attack. Other good examples are:

- Terry's rising tackle after his crack shoot, burn knuckle or qcf + B
- Andy's dp + C after his sky breaking blast or his shadow slash
- Tung's dp + B after his qcb + A/C
- Hon-fu's dp + A/C after his qcb + B (not very effective though due to the dp's inability to hit a standing or crouching opponent easily)
- Kim's d to u with A or B after his qcb + B/C (this is just plain crazy and one of the reasons Kim is VERY top tier)

In some cases even if the opponent blocks you will not be to prone, even if this is the case using one special after another is best used as a mix up game because a good player will get used to is soon and find out how to punish you if you do it everytime.


BEELZE'S TIERS

Just for fun:

-Highest = Kim (speed, combos, recovery, anti-airs), Geese (fireball, super, pick up ground throw bug), Mai (speed, p.power, fan), Terry (recovery, combos, c.B --> qcf + B (wtf???))
-High = Hon-fu, Bob, Duck, Andy, the Chon's, Joe, Rick, Xianfei
-Low = Tung

the rest I am not quite sure or Medium


Don't use this in anyway without my permission (you have my permission to read it and copy it for personal use) that includes linking to it, posting it on other sites, using it in magazines, etc.